/Engine/Source/Runtime/Engine/Classes/GameFramework/PawnMovementComponent.h
Apply the async physics state action onto the solver
void ApplyAsyncPhysicsStateAction ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ActionComponent, const [FName](API\Runtime\Core\UObject\FName) & BoneName, const EPhysicsStateAction ActionType, const FVector & ActionDatas, const FVector & ActionPosition )